HQ locked

Gary Grigsby’s War in the West 1943-45 is the most ambitious and detailed computer wargame on the Western Front of World War II ever made. Starting with the Summer 1943 invasions of Sicily and Italy and proceeding through the invasions of France and the drive into Germany, War in the West brings you all the Allied campaigns in Western Europe and the capability to re-fight the Western Front according to your plan.

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whoofe
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HQ locked

Post by whoofe »

can someone please explain what are the advantage/disadvantage of having HQs locked?

thanks
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RedLancer
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RE: HQ locked

Post by RedLancer »

You can argue what is an advantage or disadvantage depending on your approach to micro management.

With Locked HQs SUs stay where you assign them instead of using auto distribution based on HQ support levels (see 7.7.3.2) - but you have to do all the moving and organising of SUs yourself.
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whoofe
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RE: HQ locked

Post by whoofe »

so unlocked would be less management but a chance of not getting the proper support units where you may want them?

kinda like having the AI manage the air directives, I suppose...?


thanks, that gives me an indication at least
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RedLancer
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RE: HQ locked

Post by RedLancer »

Exactly that. SUs used wisely make a huge difference - some players attach lots of AA units to Pz Divs, Engrs are really important for breaking down fort levels and massing arty for attacks is important too.
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Uxbridge
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RE: HQ locked

Post by Uxbridge »

Have a related question. My bridgehead in Normandy have 30 as the highest port value, but many of my armour units have a higher transport cost. Therfore they're stuck in Britain. I tried to lower the TOE on these units in the hope that some weapons would go back to the pool, making them lighter. It didn't happen. Is this as it should be, or is there something I did wrong?
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Helpless
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RE: HQ locked

Post by Helpless »

Lowering TOE doesn't send anything back it just prevents unit to get replacements.

Can you try to split your units?
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Uxbridge
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RE: HQ locked

Post by Uxbridge »

Japp, but stacking will turn it into a nightmare once ashore. They have to end up in different hexes. One solution could perhaps be to split them into brigades, disband one, set it to 10% TOE when it reappears in Ireland and then build it up again. But it's very time-consuming. Suppose I have to put smaller US armour under British command.
Harrybanana
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RE: HQ locked

Post by Harrybanana »

ORIGINAL: Uxbridge

Have a related question. My bridgehead in Normandy have 30 as the highest port value, but many of my armour units have a higher transport cost. Therfore they're stuck in Britain. I tried to lower the TOE on these units in the hope that some weapons would go back to the pool, making them lighter. It didn't happen. Is this as it should be, or is there something I did wrong?

Have you tried landing the armour unit on a beachhead (ie a temporary port) rather than a permanent port. I have never had a problem landing an armour unit (even with 3 support units) at a temp port. If have tried this and it doesn't work than I can only think that you must have some very heavy support units attached.
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RedLancer
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RE: HQ locked

Post by RedLancer »

Good point - if you didn't spot it in the docs - unloading units at a temp port are 'free' as it is considered as landing craft on a beach.
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Uxbridge
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RE: HQ locked

Post by Uxbridge »

I see. Problem is, it was the beachhead I tried to land at. And I got the message that there wasn't sufficient port facilities (or something like it). The highest temporary port capacity I have is 30 and these units are around 32-33 000 in weight. I have now sent the file to my opponent, but I have some earlier saves. If close enough to the situation I might be able to try it before his turn comes back.
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Devonport
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RE: HQ locked

Post by Devonport »

You can also get the insufficient port capacity message if it is too big for the port of departure, either because it is simply too big or because other units have already been shifted through on the turn.
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Uxbridge
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RE: HQ locked

Post by Uxbridge »

I tried it. The text reads 'Not enough remaining port capacity'. This comes up when I try to unload.
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Uxbridge
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RE: HQ locked

Post by Uxbridge »

Wait, I'm having a mixed success and beginning to see a pattern here.

I have four beaches. Two of these are ordinary temporary ports with 30 each in capacity. The second two are temporary ports with Mulberries. It's the Mulberry that prohibit landing of the armour units. Since I placed the Mulberries there (I now see this should have been done only after additional consideration), the temporary ports have turned into permanent ports. Therefore -- I found it in the manual -- only two of my beaches can take the heaviest armour units.

But, anyroad, I'm not stuck anymore. [:)]

ivaldi
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RE: HQ locked

Post by ivaldi »

HQ Locked makes the game more difficult?
whoofe
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RE: HQ locked

Post by whoofe »

ORIGINAL: ivaldi

HQ Locked makes the game more difficult?

not necessarily more difficult...

more manual/less automated is the way I would look at it

you have more control over your support units, but you have to do the work yourself to get them placed

see red lancers post which I quote here:
ORIGINAL: Red Lancer

You can argue what is an advantage or disadvantage depending on your approach to micro management.

With Locked HQs SUs stay where you assign them instead of using auto distribution based on HQ support levels (see 7.7.3.2) - but you have to do all the moving and organising of SUs yourself.

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